General Magic Items
The following is a collection of magic items, ranging from
niche and unique in their properties and usage to extremely Lucky Charm
simple and general purpose. They can be added in a variety
Throughout the known world, members of nearly every race
of settings to give players straightforward magic utility
and walk of life will carry keepsakes they consider good luck.
options.
Good luck charms come in many forms, from odd articles of
clothing to bizarre trinkets. But the most common good luck
Crystal Slippers charms tend to be small tokens and pieces of jewelry.
This enchanted glass footwear is crafted by mysterious fey Sometimes these items are actually infused with magic
lords and said to be gifted to young, lonely mortals under that grants the wearer a stroke of good fortune when needed
their care. These slippers are usually given as part of an most. These items may have been enchanted to bend the
arrangement that allows the recipient a chance to find whims of fate, blessed by a cosmic being, or simply be hand-
romance, friendship, or reunite with a loved one. As deals me-down curios that bring inexplicable luck to their wearers.
with fey often have strict time windows, the slippers allow the In any case, many superstitious adventurers never set out
wearer to move with supernatural speed. If one of the shoes without their trusty lucky charms, which they swear have
is left behind, anyone who finds it can use it to find the turned many certain death encounters into near misses.
original wearer, giving connections made during this time
window a chance to be rekindled. Lucky Charm
Wondrous item, uncommon
Crystal Slippers This small charm can be attached to any piece of jewelry or
Wondrous item, uncommon (requires attunement) clothing. While wearing it, whenever you make an attack roll,
This footwear is made from an enchanted crystalline ability check, or saving throw, you may roll an additional d20.
material with a glassy finish. When you take the disengage You can use this ability after the original roll, but before the
action while wearing both slippers, you may also dash as a outcome is revealed. You choose which of the d20s is used for
bonus action. the attack roll, ability check, or saving throw.
You can retain your attunement to the slippers even if you If multiple creatures use a lucky charm or luck point
lose one, but both slippers are required for the initial granted by the Lucky feat on the same roll, they cancel out,
attunement. resulting in no additional dice.
A creature holding the lost slipper knows your location as Once you use this feature, it can't be used this way again
if they cast the locate creature spell on you. until the next dawn, and a creature that has used a lucky
charm can't use another until it takes a long rest.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Rod of Magic Detection
These crystalline rods are sensitive to the presence of magic
and can even differentiate between different types of arcane
energy. The color of the rod will change depending on the
school of the magical effect it comes in contact with, and
Magic Hand Guards arcane detectives will often use these tools to aid them in
While magical weapons are common across most worlds and their supernatural investigations.
are often used to boost the powers of martially inclined
heroes, those who prefer hand-to-hand combat often have Rod of Magic Detection
fewer options with magical weaponry. To counteract this, Rod, uncommon, 100g
some arcane craftsmen create magical handguards that can While holding this rod, you may use an action to touch a
be worn by those engaging in unarmed combat. These items creature or object with it. If the target bears any magic, the
can take on a variety of forms, from straps of cloth or leather rod will glow with a color that varies depending on the school
to boxing gloves or even brass knuckles. of magic it detects from the target.
Magic Hand Guards (+1/+2/+3)
Wondrous Item, uncommon (+1), rare (+2), very rare(+3)
These items are worn around one's hands and can take the Art Credit
form of straps of cloth or leather, boxing gloves, or even brass Crystal Slippers - Howard Lyon, Wizards of the Coast.
knuckles. While wearing them, you gain a bonus to attack Mox Diamond - Volkan Baga, Wizards of the Coast.
and damage rolls made with unarmed strikes. The bonus is Crystal Rod - Donato Giancola, Wizards of the Coast.
determined by the item's rarity.
Mox
A mox is an arcane gemstone associated with a particular
type of magic determined by its material. Mages can tap into
the mox's power to boost the potency of a spell associated
with its kind of magic.
Moxes were originally created by wizards to aid students
specializing in particular schools of magic. But, they are
now used by spellcasters of various backgrounds who wish
to focus their abilities on specific types of magic.
Mox
Wonderous item, uncommon (requires attunement)
This gem contains power associated with a specific school
of magic and can empower spells from that school. When you
cast a spell from the school of magic associated with the gem,
you may use the gem to empower the spell, causing it to be
cast at one level higher. The gem can't be used this way again
until the next dawn.
The mox's material determines what school of magic it is
associated with.
Amber - Conjuration
Jet - Necromancy
Ruby - Evocation
Pearl - Abjuration
Chrome - Transmutation
Opal - Divination
Emerald - Enchantment
Sapphire - Illusion
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Change Log
1.0.0
Document release
Revision Numbers
Crystal Slippers 1.0.0
Lucky Charm 1.0.0
Magic Hand Guards (+1/+2/+3) 1.0.0
Mox 1.0.0
Rod of Magic Detection 1.0.0
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.